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# Anders

#### by Jerome Darmont

The copyright of this article remains with the original author. Articles may be copied or distributed freely for personal non-profit use, provided that the author is properly credited.

#### Anders, House Ex-Miscellanea

### Background

Anders lived a peaceful childhood in a small Bavarian village close to a large forest. It is certainly this rural environment that conferred upon him his taste for wild nature, chiefly animals. As a child, Anders already used to wander alone far into the deep forest. His parents and siblings indeed found him strange, but never rejected him.

A Bjornær magus named Jorgencerf, who was often peregrinating in the forest, eventually noticed Anders' astonishing affinity with animals. He decided to make him his apprentice. Right in front of the boy, he changed himself from stag to man and began to try and convince him to become his disciple. Anders' curiosity was greatly aroused, so he ultimately accepted. However, his family never considered his association to a sorcerer favorably, and Anders had to flee to join his master.

Jorgencerf spent the next years trying to awaken Anders' heart beast. Without any result! The Bjornær's judgment had failed him. The young man had some skills in hermetic magic, though. Hence, Jorgencerf taught him a few basics. But what he was really looking for was an apprentice of his kind. When he eventually discovered one, he lost interest in Anders. Fortunately, Anders was reclaimed as an apprentice a short time later by Weirdozh, an Ex Miscellanea magus also interested in animal empathy. Jorgencerf did not object. Anders' apprenticeship was hence completed, though it suffered terrible shortages due to Jorgencerf's disinterest and to Weirdozh's quite particular preoccupations.

Once a magus, Anders stayed for some time at several Covenants in the Rhine Tribunal. But this sedentary life of isolation and study did not suit him. So he decided to become a wandering magus, which did not improve his reputation of a woodsman within the Tribunal. Anyway, he could at last practice his great passion, hunting, which he actually loves only for the pleasure of the tracking. At worse, Anders captures his victims, but lets them go soon after in general. He kills only for food.

However, Anders does not neglect the Arts, because he knows only they can allow him to gain respect from his peers. He is furthermore passionate about the Art Animal, of course. To pursue his studies, he installed a crude laboratory somewhere in the forest. But lab apparatus costs a lot, so Anders earns a little money by performing shows as a bear trainer in all the big fairs in Bavaria. And he is a good bear trainer: animals obey him on the spot! Especially those he summons by magic.

#### Story Hooks

- While hunting a unicorn, Anders comes near the characters' Covenant, possibly causing some damage. Unless the characters capture or kill the beast before Anders, in which case he claims the trophy for his own, since he tracked the unicorn for long. On the other hand, it may also be wise to prevent Anders from hunting a divine creature this way.

- The characters hear of rumors about a bear trainer who is very popular in the area. He is said to be a sorcerer and some people are beginning to talk about denouncing him to the religious authorities. Magi whose Covenant lies in the area shall certainly investigate this case.

Name: Anders

Parens: Weirdozh

House: Ex-Miscellanea

Age: 27

Size: 0

### Characteristics:

Int | +2 | clever | Str | 0 |  | Prs | +2 | steely gaze | Dex | -2 | unwieldy
Per | +1 | keen eyed | Sta | +2 | hard worker | Com | 0 |  | Qik | 0 |

### Virtues

Magical Affinity (Animal) +3
Subtle Magic +2
Quiet Magic +2
Fast Caster +1
Gentle Gift +1
Animal Ken +1

### Flaws

Weak Parma -3
Stingy Master(s) -2
Poor Reader -1
Vis Obligation -1
Weak Writer -1
Bad Reputation -1
Obsession (To capture a unicorn) -1

### Personality Traits

Dark-minded +2
Brave +3
Quiet +1
Generous +1
Lonely +1

### Reputations

Hedge Wizard (within the Order of Hermes) 2

#### Confidence

3

### Abilities

Magic Theory (Potions) 3
Parma Magica (vs. Rego)
Scribe Latin (Illumination with beasts) 1
Speak Latin (Animal names) 3
Speak German (Forest vocabulary) 4
Animal Magical Affinity (Summoning) 3
Animal Ken (Training) 3
Athletics (Endurance) 1
Awareness (Noticing details) 1
Climbing (Trees) 1
Concentration (Shows) 3
Brawling (Defense) 4
Bows (Hunting) 3
Jongleur (Acrobatics) 2
Stealth (Silent walk) 2
Bargain (Contracts) 1
Animal Handling (Care) 3
Hunting (Tracking) 2
Survival (Forests) 2
Riding (Long distances) 1
Swimming (Swift stream) 1
Bavaria Lore (Forests) 3
Leadership (Intimidation) 2

### Hermetic Arts

Creo | 10 | Animal | 10 | Ignem | 0
Intellego | 4 | Aquam | 0 | Imaginem | 0
Muto | 0 | Auram | 0 | Mentem | 0
Perdo | 0 | Corpus | 0 | Terram | 0
Rego | 4 | Herbam | 0 | Vim | 0

#### Wizard's Sigil

Animal smell.

### Grimoire

Conjuring the Savant Bear (*) (CrAn 35, +29)
Soothe Pains of the Beast (CrAn 20, +25)
Opening the Tome of the Animal's Mind (InAn 25, +19)
Circle of Beast Warding (ReAn 25, +19)
Mastering the Unruly Beast (ReAn 25, +19)

(*) Personal spell. Creates a bear! R: Touch, D: Sun/Instantaneous, T: Individual, Focus: a bear hide (+3). Anders owns one, the bonus is included in the spellcasting total.

Weapon (Brawling): Init: +5, Atk: +2, Dfn: +5, Dam: 0, Fat: +6
Weapon (Dagger): Init: +6, Atk: +3, Dfn: +6, Dam: +3, Fat: +6
Weapon (Short Bow): Init: +3, Atk: +4, Dam: +4, Fat: +5

Soak: +2

Fatigue Levels: OK, 0, -1, -3, -5, Unconscious

Body Levels: OK, 0, -1, -3, -5, Incapacitated

Equipment: Soft leather tunic (no protection), dagger, short bow

Encumbrance: 0